• Title/Summary/Keyword: 섬뜩함

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Effect of Abstraction and Realism on Uncanny Valley in 3D Character Model (3D 캐릭터 모델의 추상화와 리얼리즘이 언캐니 밸리 현상에 미치는 영향)

  • Jang, Phil-Sik;Jung, Woo-Hyun;Hyun, Joo-Seok
    • Journal of Digital Convergence
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    • v.14 no.10
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    • pp.277-285
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    • 2016
  • The purpose of this study is to quantitatively and empirically investigate whether cartoon-realism, which is referred to as a guideline for avoiding the uncanny valley phenomenon, is actually effective. An experiment was carried out to investigate whether or not methods that try to realistically express the texture of human skin while making 3D models whose outward appearance abstract like a cartoon actually reduce the negative sentiments associated with the uncanny valley phenomenon. The results found that when human skin textures were applied to cartoon-type 3D models, the degree of eeriness significantly increased (p<0.05), while there was no change in the degree of human likeness. When cartoon-style skin textures were applied to human-type 3D models, there was no significant difference in the degree of eeriness, but the degree of human likeness significantly decreased (p<0.05). These results show that, cartoon realism is not actually effective, and rather creates a perceptual conflict and induces the uncanny valley phenomenon. The results of this study are expected to be used as quantitative and empirical data for developing design guidelines that will overcome the uncanny valley phenomenon in the future.

생활습관병 예방 프로젝트 1 둘러보기 - 금연 선진국으로 가는 길

  • Lee, Eun-Jeong
    • 건강소식
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    • v.37 no.5
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    • pp.6-7
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    • 2013
  • 지난해 우리나라에서 열린 담배규제기본협약(FCTC) 당사국 총회에서, '한국은 아직까지 금연 후진국이며 금연정책을 더 강화해야 한다'는 목소리가 높았다. 일례로, 이미 전 세계 270개국이 담뱃갑에 섬뜩한 경고사진을 부착한데 반해 우리나라는 지난해 9월에야 관련 법안을 입법예고했다. 금연 선진국으로 가는 길은 아직 먼 것일까.

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어느 고독한 철학자의 몽상

  • Lee, Su-Jeong
    • 대학교육
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    • s.97
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    • pp.135-139
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    • 1999
  • IMF로 상징되는 '한국의 추락'을 겪으면서 '전 존재의 경제화'라는 경향을 섬뜩한 심정으로 지켜보고 있다. 이것을 방치할 경우 맞이할 또 다른 위기가 손에 잡힐 듯 보이지만 이미 '대학'도 '교육'도 '철학'도 떨어진 낙엽처럼 짓밟히고 있다. 세상은 이것들을 더 이상 '존경'하지 않는다. 그래도 이것들이 '숭고한' 어떤 것이라 믿고 매진해 온 사람들은 그 이념을 버리지 못하고 오늘도 고민한다. 살다보면 언젠가 철학의 목소리가 아쉬워 인터뷰를 요청해 올 날이 있을지도 모른다. 그 때를 위한 예행연습 한 토막을 적어 본다.

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A Comparative Analysis of Movie Versions of "Snow White" (동화 "백설 공주"를 영화화한 작품들의 비교분석)

  • Lee, Youn H.
    • Cartoon and Animation Studies
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    • s.30
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    • pp.245-262
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    • 2013
  • This paper analyzes three feature films that are based on Brothers Grimm's "Snow White": Disney's Snow White and the Seven Dwarfs (1937), Tarsem Singh's Mirror Mirror (2012), and Rupert Sanders' Snow White and the Huntsman (2012). Disney's animation, not the original literature, is the archetype of the later films. Grimm's fairy tail does not include the kiss of Prince Charming that saved Snow White which is, in fact, borrowed from "Sleeping Beauty", nor Snow White's rapport with animals. In Snow White and the Huntsman 's case, the costume of protagonist is similar with Disney's film and some shots are almost identical with Disney's version in terms of composition and angles. Nevertheless, these films show their originality with markedly different visual styles. Mirror Mirror and Snow White and the Huntsman have achieved reasonable success at the box office despite of relatively simple and predictable narratives due to the power of spectacle. While Disney's Snow White displays the model of witch that later becomes prototype of many movies, Mirror Mirror represents the unique magical world, a trompe-l'oell that can only done by director Tarsem, and Snow White and the Huntsman successfully visualizes Freudian concept of 'the uncanny' itself.

콘텐츠연재 / 복수의 미학<올드보이> 안에 담긴 몇개의 고전들

  • Lee, Yeong-A
    • Digital Contents
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    • no.1 s.140
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    • pp.110-115
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    • 2005
  • 2003년 11월에 개봉된 영화<올드보이>는, 으로 유명해진 박찬욱 감독의 복수극 3부작의 제2편으로 알려진 작품이다. 3부작의 첫 편인 <복수는 나의 것>의 연장선상에서 이 영화를 예견했던 평론가들과 관객들은 전작이 가지지 못했던 상업성까지 겸비한 이 영화의 독특한 스타일과장르, 그리고 신선한 소재에 감탄하고 열광했다.영화<올드보이>는 기본적으로 상업적으로 ‘잘만들어진(well-made)’ 영화이다. 말하고자 하는 것도 명징(明澄)해 관객들을 혼란스럽거나 지루하지 않게 만들며, ‘멜로’적요소와‘느와르’적요소, 거기에‘미스테리’요소까지 들어 있어 관객들의 시선을 쉴틈없이 붙잡아 둔다. 화려한 색감과 음울하면서도 압도적인 오리지널 사운드 트랙의 선율, 신선한 촬영기법(특히, 영화 속 최민식의 3분동안의 롱테이크‘장도리 액션’장면은 이 영화의 압권이다), 그리고중간 중간 보이는 블랙 코미디의 요소까지. 물론 이 영화를‘잘만들어지게’만든데에는 최민식이라는 배우의 뛰어난 연기력과 그외의 배우들의 호연도 큰몫을 했다. 그래서 관객들은 이 영화가 숨겨둔 ‘비밀’의 섬뜩함과 불편함에도 불구하고 이영화를 ‘재미있게’ 보러 왔다. 그 덕분에 <올드보이>는 흥행면에서 꽤 큰 성공을 거두어 300만명 이상의 관객을 동원했다. 그리고 2004년 5월 화제를 뿌리며 칸느 영화제에서 심사위원대상이라는 쾌거를 거둔다. 뿐만 아니라 2003년 청룡영화상, 2004년 대한민국영화대상 등 국내영화제에서도<올드보이>의 활약은 대단했다. 2003년흥행과 작품성 모두에서 인정을 받은<살인의추억>의 자리를 이 영화가 물려 받고 있다고 할만하다. 한마디로 말해, 우리가 늘 주목하는‘잘된콘텐츠’의 전형적인 예인 것이다. 바로 그 지점 때문에 우리는 이 영화에 대해 이야기할 필요가 생긴다.

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Animation and Horror - Ghost story, Madness, and Cannibalism (애니메이션과 공포 -괴담(怪談), 광기(狂氣), 식인(食人))

  • Cho, Mi-Ra
    • Cartoon and Animation Studies
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    • s.42
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    • pp.1-24
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    • 2016
  • The 'fear' in animation has a couple of problems to apply the criteria for identical genre as in movie or literature. First, the mutilation and destruction of one's body and the appearance of monsters and ghosts are not a normal way of expression and could not apply to one genre. Second, the cause of fear comes from the subject of fear which is a reality that is something 'unrealistic' and 'special' and is approachable. This is all possible in a three dimensional world, but animation is not founded on realism. According to this logic, the horror genre in animation or the esthetic experience of animation is not possible. However, many of the powerful images you can see from the horror genre are all created from animation. Therefore, many writers are drawn to the horror in animation and tried to express in many different ways. This study will include the general idea of fear which drives the audience to the felling of fear and terror but we will mainly focus on the three types of fear - ghost story, cannibalism, and madness - and discover the meaning of fear used in animation. Through this process, we anticipate that fear in animation is not just for pure amusement, but will be able to investigate the meaning of fear philosophically even if the hidden side of reality is terrifying.

Brutal sorigeuk of the use of educational view of (잔혹소리극 <내다리내놔>의 가치 교육적 활용에 대한 고찰)

  • Kim, Jeong Sun
    • (The) Research of the performance art and culture
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    • no.32
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    • pp.595-628
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    • 2016
  • Pansori of a creative group pansori 2006 demonstration factory floor sound brutal sorigeuk the home of is a legend 'deokttaegol' in pansori, a creative for adaptation to remakes Work is. Evil Twin 'deokttaegol' called "Give me my leg back" in of Ghost Stories, broadcast on a kbs of lines from breakneck work is considered to be a pronoun. Sound and shadow play and playing drums and payments sentiments of the cruelty I've come across in this 'Give me my leg back' audience to be deployed to the cruel is formed by the center. Based on emotional horror of cruelty. When I was little, ever heard of Korean Ghost Stories, a bedrock of the main feeling revulsion of value in a short time and is contained in a story of filial piety, while in education, to the target Provided. Done in our lives using genre called 'pansori' sentiment and efficient learning can move about the value education can know. Sound and stories, many carefree a stimulus such as Pansori is a great gesture can be a means of education. Valued with any information, work is performed in pansori, depending upon efficient and the various, education and made an emotional cultivation resulting from the value. In my life friendly, our own via a variety of materials that can easily access many values and sentiments, and to culture for each age group on languages and customs Each age groups and instructive preferred allowing them access through their rhythm, pansori, access to the target is persistent about it with curiosity and interest. Can have interest. This wealth not belong to the traditional pansori and new together private and to the tune called creative work for the Pansori. Therefore, our language and customs, their poems span a friendly, the pansori and created using the vocabulary for each age group creative content is educational effects if used in education It is expected to be big thing. These effective approach for each age group and based on the vocabulary by the content easily understood lessons by causing only a smoothly acquired Can to provide an opportunity. Therefore, the Pansori of a creative education is important to take advantage of educational value.